Topic: Dawn's USS Crusader  (Read 2137 times)

0 Members and 1 Guest are viewing this topic.

Pataflafla

  • Guest
Dawn's USS Crusader
« on: March 22, 2003, 09:33:19 am »
Can anyone tell me if this model was ever converted? I remember a thread on this and I was supposed to help convert it. However, circumstances required that I go away for a while to take care of other business, so I never got it converted. Just wondering if someone else got it ported to SFC 2. Did Atheorhaven finish it up?





_________________________

 

atheorhaven

  • Guest
Re: Dawn's USS Crusader
« Reply #1 on: March 22, 2003, 09:41:42 am »
Quote:

Just wondering if someone else got it ported to SFC 2. Did Atheorhaven finish it up?




Nope...never got more done on it than the textures.. got them out of TGA (including illumination maps from the alpha channel), but wasn't able to open up the .MAX file (seeing I have Max 3.1 instead of 4).  If you want, I can send you the illumination lighting seeing that'll be the roughest to get out of the TGAs and you can convert the TGAs to BMP and get the Crusader out.  

anduril

  • Guest
Re: Dawn's USS Crusader
« Reply #2 on: March 22, 2003, 10:04:53 am »
If you want it me to put it in .mod format and get the tga's converted to bmp's and bmp-i's ship it to me.  I'll convert it over and get it to whoever wants to finish it up.


anduril@new.rr.com
« Last Edit: March 22, 2003, 10:06:14 am by anduril »

Pataflafla

  • Guest
Re: Dawn's USS Crusader
« Reply #3 on: March 22, 2003, 10:55:27 am »
I've got all the textures converted and applied. Those renders are of applied bmp files.
Just wanted to know if it had been converted and released already.

Actually, I have run into a rather unusual and unexpected problem. When I export the completed model to .mod format I end up with an inside out model when I look at it in ModViewer. It's not bloody inside out in 3d max!!!
Just for grins I flipped all the normals so it would be inside out in max and then exported it. Guess what. The damned thing is right side out in ModViewer!!! WTF
Of course, when I do the latter I get some flickering polys.

I saw this once before on a model Sandman3d sent me to texture, but I never solved it. Anyone ever come across this problem before? Anyone ever figured out the cause? Help! lol

_________________________


 

anduril

  • Guest
Re: Dawn's USS Crusader
« Reply #4 on: March 22, 2003, 11:22:32 am »
Flickering polys are usually duplicate ones.

James Formo

  • Guest
Re: Dawn's USS Crusader
« Reply #5 on: March 22, 2003, 01:39:49 pm »
I had a mesh that wouldn't take damge texyures properly. Turns out it had reversed vertexes. Where the vertexes were reversed, when it took damage dark rectangles would appear. It might help to have it it game and let it take damage to see what happens and where.

Its probably where the mesh was extruded or duplicated.
« Last Edit: December 31, 1969, 06:00:00 pm by James Formo »

Rod O'neal

  • Guest
Re: Dawn's USS Crusader
« Reply #6 on: March 22, 2003, 11:02:46 pm »
I don't know squat about modeling, but I remember something in WZ's 101 tut. about *pulling vertices
across* or something, to fix this? Sorry, like I said, I don't know modeling, but this rings a bell.
Maybe if WZ reads this or if someone has his tut. and knows what they're talking about, unlike me
they can enlighten us.  

DarkMatrix

  • Guest
Re: Dawn's USS Crusader
« Reply #7 on: March 23, 2003, 07:21:50 am »
i know how to fix that guys

get me on msn later tonight i`ll do it for u

DM

sandman69247

  • Guest
Re: Dawn's USS Crusader
« Reply #8 on: March 23, 2003, 10:33:02 am »
Quote:

i know how to fix that guys

get me on msn later tonight i`ll do it for u

DM  



My MSN hardly ever works...can you possibly give a short rundown for us? Thanx. All my ships have this problem.  

Pataflafla

  • Guest
Re: Dawn's USS Crusader
« Reply #9 on: March 24, 2003, 11:07:20 am »
Just want to make sure we're all on the same page. The problem isn't flickering polys. Its that the model is inside out after export to .mod format. The normals are all pointed to the inside of the model when I select "show normals" in ModViewer even though those normals all point out prior to expot in max.

Send me an email or something. Here's my msn ID: pataflafla1@hotmail.com

_________________________

 
« Last Edit: December 31, 1969, 06:00:00 pm by Pataflafla »

Terradyhne

  • Guest
Re: Dawn's USS Crusader
« Reply #10 on: March 24, 2003, 03:53:51 pm »
i know Dawn and i will ask if i could get his mesh plus textures convert it to mod without HPs and send it to all of you guys that want it  

Captain KoraH

  • Guest
Re: Dawn's USS Crusader
« Reply #11 on: March 25, 2003, 12:41:02 am »
Please send it to me as well, my email is scott2978@yahoo.com

Pataflafla

  • Guest
Re: Dawn's USS Crusader
« Reply #12 on: March 28, 2003, 02:26:05 pm »
Just wanted to let everyone know that Dawn responded to my email and sent me another copy of the Crusader.........as well as his Jem'Hadar Destroyer. Both of which I'm porting to SFC II.

Ok, I thought I'd post the solution to the problem of models appearing inside out in ModViewer after using the Taldren 3d max plugin even though the model was just fine in 3d max prior to export. I can't explain why this occurs, but I'll tell you what I did.

The original model was a multitude of different objects which needed to be attached before export. Each object had an extensive modifier stack. The problem seemed to arise when I simply attached all the objects to each other without collapsing each object's modifier stack. When I went back and collapsed before attaching, the exporting went just fine.

Hope this helps if someone runs across the same problem in the future.

_________________________